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animation properties

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Level 15
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Oct 29, 2012
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1,474
I don't really know, but afaik you could run a trigger so when an unit is just going to attack, play the animation you want (According to the system, so it must run with booleans). And The System would run that new animation instead of the original one, that's because the original one predates the new one, so it's overwritten. I hope I understood you.
 
Level 19
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Apr 21, 2013
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1,194
This is my method there maybe better ones but this works the way just as i want it

  • Spear
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Simple Adventurer
      • (Item-type of (Item carried by (Attacking unit) of type Spear)) Equal to Spear
    • Actions
      • Set animAttack = (Random integer number between 1 and 10)
      • If (animAttack Equal to 1) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 15)) else do (Do nothing)
      • If (animAttack Equal to 2) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 16)) else do (Do nothing)
      • If (animAttack Equal to 3) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 19)) else do (Do nothing)
      • If (animAttack Equal to 4) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 20)) else do (Do nothing)
      • If (animAttack Equal to 5) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 21)) else do (Do nothing)
      • If (animAttack Equal to 6) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 22)) else do (Do nothing)
      • If (animAttack Equal to 7) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 24)) else do (Do nothing)
      • If (animAttack Equal to 8) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 26)) else do (Do nothing)
      • If (animAttack Equal to 9) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 28)) else do (Do nothing)
      • If (animAttack Equal to 10) then do (Custom script: call SetUnitAnimationByIndex(GetAttacker(), 29)) else do (Do nothing)
 
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